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iHaku

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Posts posted by iHaku

  1. 1 minute ago, dreadgame said:

    The biggest problem with tridolons is keeping the lures alive so the only reasonable way to capture all three while playing solo is to bring trinity and I don't want to play using this frame. 

    Someone somewhat recently did 2 hydros in a single night on volt so doing a single is definetly possible without trinity if you are decent at it.

    you just have to learn how to do it. i hope your answer isnt going to be "but i dont want to have to learn how to do something to do it"

  2. 8 minutes ago, (PS4)Kamranos said:

    I actually agree with the OP. I think aiming the game towards the top tier players is just a bad call. Don’t get me wrong, I am a MR25 who has taken down all 3 with just me and my wife playing. I also can see things from the stand point of the average player. At the very least, bring terry’s entry level down so medium level players can stand a chance. 

    Many people seek to forget what it was like before task based squads with maxed focus trees and amps, but I do and that was nearly 5 years ago for me. Some things should not be accessibly to the brand new players, but medium players should not be excluded either.

    as i mentioned already, i think the biggest problem here is simply the entry barrier.

    you arent told at all how they function, onko gives cryptic or partially false information about how they work and you're given an amp that even with 4 players on that amp could barely scratch terry. that's the real problem. they arent hard.

    when i do pblic terrys because i wont find a group for another hydro in a night i often see people bringing entirely useless frames, some not even owning archwings and using Mot amp at mr 18+. That's the problem.

    give any player the required information, a gilded 111 amp and tell them what frames are "usuable" and they can take down hydro easily in a group of 4 even without any waybound shools or void strike/wisps.

     

    i'm not saying they are fine as is, especially the epileptic screen cancer of the meteor rain on hydro can definetly be tuned down, but nerving them is definetly not the right answer.

    • Like 3
  3. i disagree. i recently got into eidolon hunting myself and i can only do 2 hydros per night if i were to have 3 other people with equal strength. i'm not at the 3 or 4 per night level yet.

    the only and bigest problem is the high entry level. once you pass that, they are an absolute joke. Farming cetus is an absolute borefest that takes way too long just to make a decent amp.

    Can you give a reason as to why you want any of those things changed? all i'm hearing from you is "muh make them easyer because i dont want to get good equiptment"

     

    " all of they attacks must be cooldown about 1-2 min"

    mate, thats almost longer then a single eidolon takes to kill in total. they do barely any damage as is, just bring good frames for the job, like you're supposed to for anything and stop running steel charge zephyr for eidolons or loadouts that just dont make sense.

     

    "4) after killing\capture any of eidolon, our revives, ammo and hp must bee restore"

    if  your team isnt well enough geared then dont do gerry and harry. All of your points just scream that you're still way too weak for them. get better gear. There are plenty of static ammo restores all over the map. memorise them and you cant run out (not that you can really run out anyway already since each synova drop ammo and energy)

     

    5 is the only valid critizism here.

    • Like 8
  4. 27 minutes ago, (PS4)teacup775 said:

    Think a bit more carefully.

    LVL 100 enemies can detroyed as well. I solo sleep walk most sorties (minus interceptions most of the time because it would disturb my naptime. solo tridelon cap with chroma is when i want more of a challenge.. because lure management makes it interesting. kinda). Anyone with mr16 and above can hold every last piece of gear I have.

    Most missions won’t offer any significant challenge even at lvl 100. Spies, sabotage and rescues not at all because gear and warframe selection. Exterms (yes, i’d just covert lethality them all. but i would give you this: the amount of simaris and focus standing gained would be outrageous), interception and defense minimally more. people would adapt and bring armor strip from frost or oberon, etc.

    For those liking endless, they could enjoy the quicker onset of crazy. But remember, most people do 4 waves and out because they are farming. And here harder enemies just because is does not add value. A real elite mob or mini event that has crazy to beat (or just annoying little bastards) but a huge reward might be different (like legendary loot midgets and other special enemies).

    But most of the existing starchart? eh.

    some of us have been playing video games for several decades and know higher level enemies do not necessarily scale to higher level fun (challenge). In destiny people hated the bullet sponge bosses because the fight was just tedious and boring.

    In borderlands 2 op, Gearbox added health recovery and a few other things to tweak challenge. They added higher drop rates. Even then people would make a game of soloing raids at op8.

    But in warframe we’d be fighting the same mob mechanic with the same bugs and glitches for the same eh.

    I’d rather see DE raise the bar on combat and add spice to the star chart and not do another ESO/arbritation bung.

     

    i probably have a lot of spelling errors in this post. it's kinda late here and im about to go to bed so sorry for that.

    Borderlands 2 OP was notoriously looked down on and a gearbox designer himself spoke out about how he didnt actually want to implement OP levels because it was an unfinished bad idea, but was forced to do so anyway. Cant comment on destiny since im not interested in this game, but i have a couple thousand hours in each borderlands title. That being sad, OP does become a lot more fun and enjoyable once you play with UCP. Also yeah, raidbosses, but thats because gearbox wants people who are absolute garbage at the game be able to get raidboss loot on their own aswell. BL2 is extreamly poorly balanced.

    the majority of your post is talking about level 100 enemies, while i was not. Instead i was talking about finding the "happy medium" or the sweet spot of level. OP himself even admitted that he whould set it way higher because level 100 is in his mind too low. personally i'd be more in the 150-200 range, which is where the damage type system starts to matter for the better dps types/weapons, especially in pubs when you get a team with "steel charge" auras on frames that dont use melee weapons a whole lot.

    i think an even better solution whould be to have all missions start at level 100, and then be able to set extra levels in increments of 50 that award loot boosters (like the ones in defence for higher waves)

    "But remember, most people do 4 waves and out because they are farming"

    also, remember "most" people have trashgear. "most" people that do serious endgame farming do 8, 12 or even 16 and more rotations to skip loading screens and be more efficient, because level 80-100 enemies dont necesserily put up more of a fight anyway (as you correctly stated yourself) so it's not worth adding 1-2 more loading transitions (especially in survival where killspeed is barely relevant as long as you get enough oxigen). this is even more prevalent in excavation and fissures in general. So saying "most people do 4 waves" is akin to saying "most people quit the game before even leaving earth" which, while it's certainly true, doesnt tell the whole story, does it?

    "Spies, sabotage and rescues not at all because gear and warframe selection."

    i agree, and i talked about this in another topic. for spies one way whould be to give all enemies within a vault the invisible unit detection of the kavat handlers (that they supposedly have according to the wikipedia. i never noticed that myself, but thats apperently how it is). or nerv invisibility in general. For sabotage, always have the "defend the reactor stage" or other ways. DE is a fairly creative company and im sure they'd be able to come up with a solution for those few missions. this can not be the roadblock for higher level content, if so i'd seriously lose all faith in them as a dev.

  5. 43 minutes ago, -N7-Leonhart said:

    The purpose of the shields is not to eat a lot of damage and once. They are quite strong because they regenerate per default, and health won't regenerate without some sort of special mechanic. They may seem underwhelming at first, but if you do the math on how much damage a 740 shield can absorb and then regen over like 1h of survival, you will end up with a 5-digit number of total damage mitigated.

    We have insane ways to regenerate loads of health on demand. Not just trinity, but operator arcanes can fully heal most warframes in a second and everyone has access to them (if they actually cared) while armor can reduce an absurd amount of damage at the same time.

    where's my arcane that reduces damage taken by 2/3 for several seconds on being damaged while my shields are up? there isnt one. but there's guardian,

  6. 11 hours ago, O2D3nTe said:

    - Breaking your shields will result in a damage spike. You'll suddenly lose your DR and start taking a huge amount of damage directly on your health with barely any DR (since high armor frames would still build armor, shields would be for low armor frames). Breaking point in your defense seem very bad because it's hard to play around and predict.

    yeah thats... how it's supposed to be when the defence that you primarely invested in gets overcome? invest in shield-> health should be weak. invest in health and armor-> shield should be weak. 

    you just can not argue that investing into shield should still make you tanky while it's down, that goes against the whole idea of what shields are supposed to do.

    the main issue right now is that we just cant invest into shields in the first place. We're simply not allowed to because we arent being given the tools to do so.

     

    11 hours ago, O2D3nTe said:

    - It's a lesser issue because it could be changed, but arcane Aegis would be borderline OP.

    yeah, not even a point worth noting. just change what it does if you change shields. If DE suddeny decides to change any mechanic, they will most likely (atleast should) obviously change related mechanics aswell.

  7. 1 hour ago, Unholy_Ghost said:

    Killing 999 with one bullet each is not fun either.

    not sure how that is what you got from my post. i never argued for more damage/survivability. Much to the contrary, i think that on that front we're already more then served.

    but highlevel enemy availability is just not a thing right now. People wanna have a use for their strong and forma'd warframes and weapons.

    It doesnt matter if you make enemies do backflips or make them spin in a circle and say "look at what enemy variety and interesting concepts we have", when their hp due to their level is so low that sneezing in their general direction takes them out already. you cant fight a dead enemy, First they need to survive our weapons for a few seconds before we can talk about interesting enemy types and designs (besides warframes actually having a decent enemy variety, but you never really see it)

     

  8. 1 hour ago, (PS4)teacup775 said:

    Higher level enemies don’t much offer more challenge. Once a bullet one shots an enemy nothing more is needed. 

    you contradict yourself in 2 simple sentences, bravo.

    if a bullet one shots an enemy, then that enemy apperently is too low of a level as his health and armor values are below your gearlevel. i doubth that you can 1shot 999 enemies with a "bullet", or really anything besides that dagger mod.

    999 is obviously too high for what people want, but since that's too high, and level 50 is too low, that means that a happy medium does actually exist between the two, which is what people are asking for.

  9. 11 minutes ago, -_Highlander_- said:

    How can you be fine with such an network delay .. i dont get it .. i would be ticked off when iam seeing an host with an 400ms ping

    Because everyone has different limits for what they feel is acceptable.

    personally, if its beyond 70 its already bad for me. im used to playing games on 10~ms if it has servers in mid europe, altho in warframe it doesnt matter that much. 70~ is where it stops putting me reiably in operator mode fast enough to dash midair tho, making movement klunky.

    but if someone is used to playing on 100ms+ because they live in a low population area so literally everyone they play with is super far away, then thats how it is and they can be ok with that. i probably whouldnt even notice the difference between 400 and 600 since i already quit the party at that point, but OP probably has a point and i dont see why this limit shouldnt exist.

  10. i think adding unique enemys based on level is a bad idea. it's just confusing. the current way that enemy spawns work is perfectly fine, with stronger basetypes (eximus for example) being delayed a bit (behind capture target, after wave 9 etc depending on mission)

    adding more units in general whould be nice but making them exclusive whould just cause a lot of complaining from all the people who never get to fight them because they arent interested in high "level" content. One of warframes biggest draws to many is that you can see pretty much everything at lower levels. this plays very well with the delayed unit spawn that i mentioned.

    i'm a lot more interested in ideas like the elite starchard and similar ideas. it's easyer for the developers aswell to implement something liek that since they already have a working level scaling system.

  11. 7 minutes ago, ZBanx said:

    the guyplay should not be the focus of that gameplay anyway; abilities should be.

    sais who? you?

    i'd generally prefer for gunplay to take a bigger role then it does right now, because it's largely unimportant at the moment. You never even need to fire your guns. just saryn/volt/ember instakill half the map in one cast and move on. till you're in 100+ enemy level.

    at low level the only weapons that are really used are stuff that has about as much effective aoe as embers WoF, barely anything can compete with staticor etc (which are a problem aswell imo, but thats another story) already. if anything i'd like to see way less access energy on all frames since you can already permaspam everything all the time outside of ESO where they literally disable your 4 if you use it too often in succession.

     

    on that note there are also abilitys that i'd like to see buffed to actually be usuable at higher levels. many warframe abilitys, especially "1"'s, are simply "do a tiny amount of damage" well whoop di doo.

  12. if a player afk's the system already detects it with the current afk anti-meassures.

    we just need them to add a punishment for people in "public" games that go fishing/mining while a bountie is active, thats really all. there's not much you could be doing otherwise anyway. (maybe just let them get no drops from fishing/mining while a bountie is active in a public game? whould be enough imo)

    if someone goes fishing/mining in a private game, then thats on the people in the game to handle. they probably agreed to that beforehand, we certainly do this from time to time.                          

  13. 2 hours ago, (PS4)guzmantt1977 said:

    Reach Rank 2 with any Warframe ≈ 55%

    oof dude, you should stop right there if you want to base your arguement on this stuff.

    this is something every single free to play, even tons of non-free to play games suffer from. Wether or not a player will play a game for longer or not os often already decided in the first few minutes, and that statistic is simply the result of it. people see "free to play", download it, play it a few minutes and uninstall because it's not their type of game or it doesnt run well on their pc or whatever the reason might be. trying to mix those guys into a casual vs veteran player discussion is absolutely nonsense.

  14. 7 minutes ago, NinjaZeku said:

    Except the Radiation hazard zones are 100% invisible.

    Yep.

    the real question here is tho, how often do you need to run into them to realise where they are?

  15. Quote

    Instead it should offer some small bonuses, good enough for people to play it but not so good that people who can't play it will complain.

    I agree. since those whouldnt even be new missions or content, you should just get more reward for more challenge, instead of different rewards for different challenges.

    some specific missiontypes might need to be slightly altered, specificly spy since those whouldnt play any different on level 1 compared to level 100 due to lack of having to fight enemies in the first place. just use loki or if you're really bad ivara and cheese it. Therefore enemies might need some invisibility jammer field around them (3-4 meters is probably already enough) to make them more "elite", also always 1 vault failed = lose, like in sorties.

     

    a nice sideeffect of this whould be that new players get to play more with new players. When i first started to play the game, i almost never got into public partys with other low MR people which was pretty frustrating since i barely, well... got to play the game. The game loses quite a bit of "new game magic" when 3 of your fellow tennos just blast trough levels in 10 seconds leaving you in the dust.

  16. pretty easy, just dont use aoe spam weapons/frames and dont aim for your teammates. or even easyer, get status immunity for your team, done.

    "oh no, i have to bring equiptment for the job"

  17. lore wise, there are more then one tenno so the grineer never know which tenno exactly has been slaughtering their friends (not that i'd expect them to care)

    ontop of that, i whould think that they send out an open bounty for anyone who helps them, and if it's a tenno who answers the call then so shall it be.

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